Neat things about ramlethal: Playing her at low and mid level is extremely easy, but in order to start actually capitalizing on her stuff better, there are some pretty hard things you have to (kara cancels, delay rekkas) Ram also has some trouble opening the opponent up, more relying on causing Rock Paper Scissors situations and forcing the opponent to take risks with loopable pressure sequences, lending very well to a heart-based playstyle So while I would agree she is extremely easy to play, actually getting her to win against higher level opponents can be very difficult, which is my guess as to why you never see her winning any majors 💀
Rekka cancels into specials aren't that hard tbh. I have almost no experience in traditional fighting games (im a smash player) and i bought ggst 5 days ago solely because of ram. I still have a lot to learn in this game, but i can cancel rekka into other specials reliably.
There are a few notes to be made, and my first is about how popular characters are. When people say "x character isnt very common" thats usually applying to higher levels, such as Celestial or perhaps in Tournaments. The popular characters at lower levels will be different, as different strengths and weaknesses are at play. Using testament as an example, they have many small weaknesses that make them uncommon at higher levels, a big one being a slow to start game plan compared to the rest of the cast. However at lower levels where people are still trying to figure out what their characters do and how, this weakness isnt very significant. Meaning their strengths (big buttons, decent screen control) are much more pronounced. As a bedman? main i would also like to come to its defence. While learning can feel clunky at first due to the unique air movement, once you start getting the hang of it bed starts feeling a lot more fluid and fun. While slow, most characters dont have anywhere near that freedom of movement, especially not big body characters. Errors are also much more fun once you start to chain them. By doing a special move as an error comes out, your move will be covered until it connects, meaning you get another error stocked immedietly. If the error hit after the move you used as well, its still your turn. This allows bedman pressure to carry on for... a while if you get a good setup. This is bedmans entire gimmick - unrelenting pressure. Errors arent typically used in neutral apart from maybe !P (236P Error) being held to cover an approach by forcing the enemy to block the projectile as it autofires. However !P fits nicely in the startup of 236H, and 236P fits nicely in the startup of !H. So a basic bedman block string would be something like: Counterhit 6P -> 236H ... c.S -> f.S -> 2H -> 236P -> !H -> c.S ->f.S -> 2H -> 236H Start -> !P -> 236H Hit Which deals minor chip damage, leaves you safe, cant be mashed out of (and you die if you try), and has multiple points where you can insert mix. Sprinkle in some meter and you are golden. 214K and 214P can also be used to stall your movement in the air, allowing for funny options like airdash forward j.H 214K Grab, as the delay is just enough for the enemy to lose protection from grabs. Also any complaining about Delilah is simply just cope, she is not a distraction by any stretch of the imagination.
Same, where's the fun in playing a character if they don't have some absolutely bonkers mechanics/design that's totally out of place with the rest of the roster?
I have so much fun playing Ky and having the freedom to switch up on the fly. I tell myself, "I should main this character." Then i forget about him an hour later and go back to Jack-O
Also Jack-O is among the harder characters of the cast but her block string pressure is genuinely insane. I can make you sit still and crank you too 100% RISC into a high low mix-up (or throw) that leads to 75% damage and gives me the meter to end in a super wallbreak and knockdown. If you block it, im plus anyway (or slightly minus if not spaced right). All for the cost of 50% Burst on wild assault. Or free if you can set it up. Then again im the type of person who likes Setplay, Screen clutter, and ridiculous pressure so no wonder i was drawn to her
A VERY important thing to know about fighting elphelt When she does chain lollipop (the jumping move thing), you only need to guess right once, instead of waiting for burst You can 6p her after the 50/50 to prevent her from looping it
As an elphelt main to help you out, the start of her rekka is extremely punishing, if you know the elphelt is going to combo into it, use 6p to stop it, or any other fast move like 5p or dp. This will definitely stop a majority of people's elphelt pressures.
Don't liking fighting games for having difficult inputs and being time consuming, then choosing specifically Guilty Gear as the only one to play is an amazing and beautiful oximoron. Totally bonkers. Wait for 2XKO (Project L), I think is going to be the answer for many who are still balancing on the fence about this game genre.
@@sovietaeroplane55 I'd say not only a casual player's, but a Smash player's, someone used to a very different kind of game. Making it clear, I don't mean that in a negative way, I really like listening to their thoughts on a game they aren't that familiar with, and they have also stated in the beginning that they dislike fighting games. The charge input hate is still funny though. :)
Fighting Elphelt is definitely a pain, but her Rekka does have gaps in it that you can punish. Most characters can sneak in a forward punch at a couple points, my preferred place being when she's trying to start the sequence, but even when you're in it you can hit her with decent timing. If you hit her while she's doing the Rekka one or two times most players online will use it a lot less and become less annoying to fight.
Also you can 6P elphelt whenever she does her chain lolipop rekka starter. They almost always do it after heavy slash pokes and you can 6P on reaction. Once you realise this her pressure becomes trivial and extremely predictible. Thats why most tier lists put her near the bottom
You should try playing with D-Pad sometime, its quite hard to get used to coming from non-fighting games but it is way more consistent. Personally I play keyboard which is super consistent since you'll never misinput a block or accidently jump and doing half circle forward inputs are insanely fast since you can piano it. I'm busy building my own hitbox and hopefully that'll be even better
Using sticks feels like it doesn’t give enough feedback (besides you failing to do the move you want) so I have always preferred the button pad, that can help with command and charge inputs
on command inputs: “when i tilt the stick and it goes a little bit too far up” this is exactly why anyone saying “you dont need an arcade stick” is smoking crck. with a proper stick you can feel which position youre in. you probs just need an arcade stick
you're WRONG this list SUCKS!. also quick tip, as jacko, you can just throw the servants. something mnay jackos do is jump up and throw or if you really wanna learn jacko a bit you can jump up in the air, drop the servant and then hit the falling servant with something like j.H or j.S which make it an activate projectile other than that yeah. nice